Also the seven button layout they suggested isn't the one most people use. It's a bad layout imho.
Hi Howard,
Couldn't resist responding to this . . . We have a difference of opinion and you know what they say opinions are like . . .
I assume the bad layout "they" suggested that you are referring to is the
1 2 3 4
4 5 6
layout that "I" suggested earlier in the thread?
It should look like this.....
456
123
7
Ok, that's the standard HotRod layout. (Oops, I said the "H" word, wasn't trying to make you mad, but that's what you have there.) The main thing that bothers me (will cover the others below) are that you are using 7 inputs for it. Button 7 above will never be used for street fighter. Buttons 4 5 and 6 above will never be used for Neo Geo. We both agree no games require seven inputs. Why not have button 7 share one of the top row inputs?
Please excuse the ascii art, but what I am getting at is a standard neogeo layout on the bottom row and a extra 3 at the top so that you also have the popular street fighter layout. Many games that have 4 buttons have them in a row on their arcade contol panels and thus it is hard to play them without a row of 4. This layout will do ya.
Ok, the thing that HACKS ME OFF here is you ignore similarities in our designs to say how yours is better. Look at my design again, you have the Street Fighter layout. And the repeated 4 button on the top row gives you a row of 4 as you recommend above.
The advantage I see to my design over yours is that mine works for games like Stargate where you need four buttons on the right hand, plus the thumb on the same hand, which is difficult to hit with your control layout. As I said, though, the "H" word and X-arcade both run something similar to yours, so you might be on to something . . . (Oops, did it again, sorry)
BTW, I recommended this as a general comment, but it's not what I plan to use, FWIW. . .
I'm making desktop controls. The main panel will use this layout:
5 6
4
3 2
1
What I like about this for classic games is I have 1 and 2 in the standard positions for 2-button games. 4, 5, 6 for 3-button games like GunSmoke. 3, 4, 5, 6, in an easy spacing for four button games like StarGate. The diamond pattern for direction control if I want to "cheat" in Frogger, for example.
Of course, this doesn't work for Street Fighter, so I have a different panel with the SF standard layout. And as you say below, the configurations match enough, that I can use the 2 panels together for 4-player 2-button games.
Now also take into account that I HATE dedicated confiuration buttons on cabinets. Real arcade machines don't have a "savestate" button so neither is my cp. I take advantage of the ipac's shift function for all of my configuration needs.
Actually, I am NOT a big fan of the I-PAC's shift function. Not that I would do away with it, if Andy can offer it I appreciate having the capability, but I gave up one of my I-PAC dedicated inputs to have a button mapped to pause on the panel. Why? Because when I've been playing a game for 25 minutes and I'm on the 15th level with 5 ships left, and something urgent happens, I don't want to try to remember: "Ok, it's 1P Start and then Joystick Left, or was it Down, or maybe it's button 1?"
Also, I didn't have another dedicated input to give up for a dedicated escape, but I have heard too many horror stories of games ending because both players pressed start at the same time. I will see how it works out for me, haven't built my panels yet, but I can easily see myself mapping that to something else.
Btw, don't mistake flaming with trying to get your piont across,
Good point, and this wasn't flaming toward you either Howard, we just had some differences of opinion that I wanted to point out.